Cloud Infographic: The Rise Of Cloud Gaming Cloud gaming is a service that uses a high speed Internet connection to stream games to a subscriber’s technology device of choice. For many gamers, gaming depends on a specific console device, such as a Wii or an Xbox, and the only possibility for playing games at another location involves packing up the console and setting it up elsewhere. Gaikai, a cloud gaming company, which was purchased by Sony Entertainment, offered the streaming model that allowed subscribers to stream games to their computers, smart digital televisions and tablets. The games were run inside
gaming company
Sony Wins Cloud Gaming Boost From Gaikai On July 2, Sony Computer Entertainment (of PlayStation fame) made a delicious tech-forward coup sure to find its virtual entertainment rivals Samsung and LG salivating with envy: the acquisition of Gaikai, the foremost cloud gaming company worldwide. Gaikai literally translates as “an open ocean” in Japanese. That definition conjures images of vast expanses inviting curious exploration — the same vibrant point of view that spearheaded the cloud computing movement, and that is spurring rapid concomitant change in the video game community via the cloud as well. Sony Computer Entertainment, or SCE, financed this
Zynga, the Latest Cloud Computing Success The business world is abuzz with the upcoming Zynga IPO which is expected to raise $1 billion from investors and value the gaming company as high as $20 billion. Just for the record, Zynga is a California-based game developer that made FarmVille and CityVille, two of its most popular products, part of the popular lexicon. From modest beginnings in 2007, Zynga now has more than 2,000 employees across the world, annual revenues of $850 million, and a whopping 250 million daily online users. In fact, its meteoric growth has far surpassed expectations, even of
Gaming on the Cloud “Gaming is no child’s play; it’s big business!” Quick, what’s the first thing that comes to mind when you visualize gaming? If you are thinking “unsocial teenager whose only exercise is moving his fingers on the computer keyboard”, you are wrong. While unsocial teenagers do comprise a big chunk of the gaming market, the appeal of video/computer games transcends demographics. Gaming’s universal appeal is why it racks up the big numbers. Since the last two years, gaming has been bringing in more revenue than Hollywood. Individual titles have outperformed the biggest blockbusters, and the trend is






